Hi
I want to understand whats happening here ( 2 Events, 3 Conditions, 3 Actions ).
Can someone try to explain pleace?
https://dl.dropboxusercontent.com/u/...dingEvents.mfa
Hi
I want to understand whats happening here ( 2 Events, 3 Conditions, 3 Actions ).
Can someone try to explain pleace?
https://dl.dropboxusercontent.com/u/...dingEvents.mfa

What do you want to know or understand here?
The first event won't fire because your detecting a collision so the value isn't spread as they start overlapped. The collision is detected when the masks aren't overlapping at the start, hence the immediate condition.
The first event won't fire because your detecting a collision so the value isn't spread as they start overlapped
What?
Event nr 1 clearly does fire, it fires 4 times to be exact ( in fact both Events fire 4 times each ).
Is there something im missing or not understanding here?
The collision is detected when the masks aren't overlapping at the start, hence the immediate condition.
That doest make sense, this confuses me.
Danny, maybe there is some sort of typing error ^ which is confusing me?
What do you want to know or understand here?
For starters...
A
Do all Events starting with a 'Red Condition' count as 'Immediate Events', with no discrimination?
B
Are 'Immediate Events' checked by MMF2 in the order they are placed in the Event Editor?
I mean, if all i have is 5 identical 'Immediate Events'...
In what order are they checked?

I did have a big write up here which didn't autosave. Yeah the first event is firing, my apologies, for some reason it's constantly firing. Maybe it's because it's Sunday.
If you spread the value at start of frame then change event 3 to Diamond is overlapping Red Active instead of collision and don't spread value in the collision you will see it works fine...
The error here is because as I said, you're asking the runtime to detect a collision which happens at the start of the frame so I can only assume it's getting confused. I have attached a modified MFA with the same conditions but again without detecting a constant collision for you to see how it does work logically.
It is not fireing constantly at all, like i said they both fire 4 times each, no more no less.
There may be something about Sundays yes.
...
I am not trying to solve ANY kind of specific problem here, and this is not a disguiced bug repport, i am trying to understand what is going and how Events work.
The example i gave in the original post would be a nice start.
If this is too broad a question or to vague, theese question will also help:
A
Do all Events starting with a 'Red Condition' count as 'Immediate Events', with no discrimination?
B
Are 'Immediate Events' checked by MMF2 in the order they are placed in the Event Editor?
I mean, if all i have is 5 identical 'Immediate Events'...
In what order are they checked?
In this modified example, the events are checked whenever you want, and not nessesariy at start of frame.
So this time MMF2 surely cant be confused.
https://dl.dropboxusercontent.com/u/...ingEvents2.mfa
What is happening here?
( Also questions A and B above )
EDIT: Updated the example
A) Yes, no exception
B) From Top to Bottom
By "What is happening here?" are you referring to value of the counter? It's 404 and I assume you expect 101?
Ahhh, i think understand whats happening here.
...
'Imediate Events' do internal loops if multiple Instances match the criteria(s).
( Event#1 checks for collision. 4 collisions detected )
EVENT#1
---> ( internal loop )
IntLoop#1 - Instace 1 collides with Block - Spread value 0 in Instance 1
IntLoop#2 - Instace 2 collides with Block - Spread value 0 in Instance 2
IntLoop#3 - Instace 3 collides with Block - Spread value 0 in Instance 3
IntLoop#4 - Instace 4 collides with Block - Spread value 0 in Instance 4
( It seems like the Internal Loops selects each instance, 1 at a time, and applies the Events Action to it. Maning the Event spreads the value 0 through each Instance individually, not through all 4 instances at the same time, which just sets the AltVal of each Instance to 0 for each IntLoop itteration )
Well, the next Event now is totally logical, since all Instances hav AlValu = 0.
EVENT#1
---> ( internal loop )
IntLoop#1 - Instace 1 AltVal = 0 - Apply Actions
IntLoop#2 - Instace 2 AltVal = 0 - Apply Actions
IntLoop#3 - Instace 3 AltVal = 0 - Apply Actions
IntLoop#4 - Instace 4 AltVal = 0 - Apply Actions
It's not ignoring it, it's taking it into consideration and it is "true", altV A is 0 for all of them. The spread value action does not spread 0,1,2,3 in the actives because the object selection of condition "Collision between A and B". Most(maybe even all, can't think of any that does not) Immediate Events conditions, that take objects as one of the parameters, selects only one instance of that object. Immediate conditions are different in that for normal conditions. Also normal conditions are evaluated once once per frame, Immediate conditions can be called multiple times per frame. That is why the counter is 404, it triggers the conditions 4 times, for each active that is colliding with the big red box->one call.